feat: initialize project with core dependencies and game entry point
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node_modules/three/examples/jsm/utils/ShadowMapViewer.js
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node_modules/three/examples/jsm/utils/ShadowMapViewer.js
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import {
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DoubleSide,
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CanvasTexture,
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Mesh,
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MeshBasicMaterial,
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OrthographicCamera,
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PlaneGeometry,
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Scene,
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ShaderMaterial
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} from 'three';
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/**
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* This is a helper for visualising a given light's shadow map.
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* It works for shadow casting lights: DirectionalLight and SpotLight.
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* It renders out the shadow map and displays it on a HUD.
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*
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* This module can only be used with {@link WebGLRenderer}. When using {@link WebGPURenderer},
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* import the class from `ShadowMapViewerGPU.js`.
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*
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* ```js
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* const lightShadowMapViewer = new ShadowMapViewer( light );
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* lightShadowMapViewer.position.x = 10;
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* lightShadowMapViewer.position.y = SCREEN_HEIGHT - ( SHADOW_MAP_HEIGHT / 4 ) - 10;
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* lightShadowMapViewer.size.width = SHADOW_MAP_WIDTH / 4;
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* lightShadowMapViewer.size.height = SHADOW_MAP_HEIGHT / 4;
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* lightShadowMapViewer.update();
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* ```
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*
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* @three_import import { ShadowMapViewer } from 'three/addons/utils/ShadowMapViewer.js';
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*/
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class ShadowMapViewer {
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/**
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* Constructs a new shadow map viewer.
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*
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* @param {Light} light - The shadow casting light.
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*/
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constructor( light ) {
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//- Internals
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const scope = this;
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const doRenderLabel = ( light.name !== undefined && light.name !== '' );
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let userAutoClearSetting;
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//Holds the initial position and dimension of the HUD
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const frame = {
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x: 10,
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y: 10,
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width: 256,
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height: 256
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};
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const camera = new OrthographicCamera( window.innerWidth / - 2, window.innerWidth / 2, window.innerHeight / 2, window.innerHeight / - 2, 1, 10 );
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camera.position.set( 0, 0, 2 );
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const scene = new Scene();
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//HUD for shadow map
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const material = new ShaderMaterial( {
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uniforms: {
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tDiffuse: { value: null },
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opacity: { value: 1.0 }
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},
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vertexShader: /* glsl */`
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varying vec2 vUv;
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void main() {
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vUv = uv;
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gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
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}`,
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fragmentShader: /* glsl */`
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uniform float opacity;
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uniform sampler2D tDiffuse;
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varying vec2 vUv;
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void main() {
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float depth = texture2D( tDiffuse, vUv ).r;
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#ifdef USE_REVERSED_DEPTH_BUFFER
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gl_FragColor = vec4( vec3( depth ), opacity );
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#else
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gl_FragColor = vec4( vec3( 1.0 - depth ), opacity );
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#endif
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}`
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} );
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const plane = new PlaneGeometry( frame.width, frame.height );
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const mesh = new Mesh( plane, material );
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scene.add( mesh );
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//Label for light's name
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let labelCanvas, labelMesh;
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if ( doRenderLabel ) {
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labelCanvas = document.createElement( 'canvas' );
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const context = labelCanvas.getContext( '2d' );
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context.font = 'Bold 20px Arial';
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const labelWidth = context.measureText( light.name ).width;
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labelCanvas.width = labelWidth;
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labelCanvas.height = 25; //25 to account for g, p, etc.
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context.font = 'Bold 20px Arial';
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context.fillStyle = 'rgba( 255, 0, 0, 1 )';
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context.fillText( light.name, 0, 20 );
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const labelTexture = new CanvasTexture( labelCanvas );
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const labelMaterial = new MeshBasicMaterial( { map: labelTexture, side: DoubleSide, transparent: true } );
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const labelPlane = new PlaneGeometry( labelCanvas.width, labelCanvas.height );
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labelMesh = new Mesh( labelPlane, labelMaterial );
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scene.add( labelMesh );
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}
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function resetPosition() {
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scope.position.set( scope.position.x, scope.position.y );
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}
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/**
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* Whether to display the shadow map viewer or not.
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*
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* @type {boolean}
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* @default true
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*/
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this.enabled = true;
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/**
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* The size of the viewer. When changing this property, make sure
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* to call {@link ShadowMapViewer#update}.
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*
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* @type {{width:number,height:number}}
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* @default true
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*/
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this.size = {
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width: frame.width,
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height: frame.height,
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set: function ( width, height ) {
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this.width = width;
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this.height = height;
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mesh.scale.set( this.width / frame.width, this.height / frame.height, 1 );
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//Reset the position as it is off when we scale stuff
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resetPosition();
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}
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};
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/**
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* The position of the viewer. When changing this property, make sure
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* to call {@link ShadowMapViewer#update}.
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*
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* @type {{x:number,y:number, set:function(number,number)}}
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* @default true
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*/
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this.position = {
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x: frame.x,
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y: frame.y,
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set: function ( x, y ) {
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this.x = x;
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this.y = y;
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const width = scope.size.width;
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const height = scope.size.height;
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mesh.position.set( - window.innerWidth / 2 + width / 2 + this.x, window.innerHeight / 2 - height / 2 - this.y, 0 );
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if ( doRenderLabel ) labelMesh.position.set( mesh.position.x, mesh.position.y - scope.size.height / 2 + labelCanvas.height / 2, 0 );
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}
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};
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/**
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* Renders the viewer. This method must be called in the app's animation loop.
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*
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* @param {WebGLRenderer} renderer - The renderer.
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*/
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this.render = function ( renderer ) {
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if ( this.enabled ) {
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//Because a light's .shadowMap is only initialised after the first render pass
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//we have to make sure the correct map is sent into the shader, otherwise we
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//always end up with the scene's first added shadow casting light's shadowMap
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//in the shader
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//See: https://github.com/mrdoob/three.js/issues/5932
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material.uniforms.tDiffuse.value = light.shadow.map.texture;
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userAutoClearSetting = renderer.autoClear;
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renderer.autoClear = false; // To allow render overlay
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renderer.clearDepth();
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renderer.render( scene, camera );
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renderer.autoClear = userAutoClearSetting; //Restore user's setting
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}
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};
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/**
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* Resizes the viewer. This method should be called whenever the app's
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* window is resized.
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*/
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this.updateForWindowResize = function () {
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if ( this.enabled ) {
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camera.left = window.innerWidth / - 2;
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camera.right = window.innerWidth / 2;
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camera.top = window.innerHeight / 2;
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camera.bottom = window.innerHeight / - 2;
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camera.updateProjectionMatrix();
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this.update();
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}
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};
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/**
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* Updates the viewer.
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*/
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this.update = function () {
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this.position.set( this.position.x, this.position.y );
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this.size.set( this.size.width, this.size.height );
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};
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//Force an update to set position/size
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this.update();
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}
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}
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export { ShadowMapViewer };
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